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A Frozen creature has limited capabilities (due to being so cold), and fights
poorly as a result. Freezing is a condition, not a wound. It persists from round to
round, inflicts fatigue each round, and lasts until the creature thaws or the battle
ends.
Fatigue
Penalties
The unit panel displays these as Frozen: -3 and Frozen: -half.
Slowed is a separate condition with its own -2 to each skill. A creature can have both, and the penalties stack.
Cold attacks can freeze on the same terms that fire attacks can burn: 4% per point of damage, divided by 3 if the attack inflicts Fatigue rather than damage. At 25 points or more the chance reaches 100%.
The damage used for this check is the amount remaining after Cold Resistance, measured before the damage roll and before the protection roll. The attack must also wound: an attack fully absorbed by Protection cannot freeze.
If a single attack inflicts both fire and cold damage, burning is checked first and takes precedence. A creature ignited by such an attack does not receive a freeze check.
A creature cannot be frozen if any of the following applies:
Innate heat is a unit trait, not an aura value, but the unit sheet does not distinguish between the two. It cannot be given through items, spells nor modding.
A unit with innate heat has a built-in Heat Aura of 3, so it displays a heat value just as a unit with a listed aura does, and Fire magic increases both. Only the source of the aura affects freezing. Salamanders, Ifrits and Marids have listed aura values of 6, 4 and 5 respectively and can be frozen normally, as can Abysia's sacred Burning One with a listed 6.
The following units cannot be frozen:
| Type | Units |
|---|---|
| Abysia's soldiers and leaders | Abysian Infantry, Lava Warrior, Lava-born, Lava-born Commander, War Master, Warlord, Beast Trainer, Rage Lord |
| Abysia's mages and priests | Warlock, Warlock Apprentice, Great Warlock, Demonbred, Misbred, Anathemant, Anathemant Salamander, Anathemant Dragon, Anathemant Warlock, Sanguine Anathemant, Anointed of Rhuax |
| Abysia's assassins | Slayer, Slayer Worm, Slayer Anathemant, Slayer Sanguine, Slayer Dragon |
| Devils and demons | Devil, Arch Devil, Moloch, Hell Spawn, Hannya, Demon of Heavenly Fires |
| Beings and beasts of living fire | Phoenix, Summer Lion, Magma Child, Fire Snake, Smoulderghost, Guardian of the Pyre, Hinn, Khalkotauros, Calydonian Boar |
| The desert dead of Hidden in Sand | Dust King, Dust Priest, Dust Warrior, Dust Walker |
| Miscellaneous | Gloso, Turan Sorcerer |
The Anointed of Rhuax has both: a listed value of 6 on top of the built-in 3, for a total Heat Aura of 9.
Five units share the name Hell Spawn. Two have innate heat and cannot be frozen; the other three have a listed aura of 6 and can.
Ethereal does not grant immunity in Dominions 6, despite the manual's claim.
Two Alteration spells apply the condition directly rather than rolling for it. Both are Water magic:
| Spell | Path | Research | Targets |
|---|---|---|---|
| Freeze | | Alteration 3 | a small area |
| Winter's Chill | | Alteration 5 | a large area |
The Encase in Ice spells do not apply the Frozen condition. They immobilise their target through a separate effect, can only be cast underwater, and inflict none of the fatigue or penalties described above.
A creature standing in a frost cloud may also be frozen. Frost cloud damage is normally capped at 1 point, but the cap does not apply to a target that is already Frozen.
A Frozen creature rolls to thaw each round:
| Source | Effect on the chance |
|---|---|
| base | 25% |
| | +5% |
| each point of Cold Resistance | +1% |
| minimum | 1% |
Cold scales count as negative Heat, and
Elemental Vulnerability counts as negative Cold Resistance.
Fatigue is applied before the thaw roll, so a frozen creature always suffers at least one 2d6 before it can escape. The condition also ends when the battle does.